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Topics - citadel97501

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31
DFRPG / Healing with enchanted items?
« on: May 19, 2011, 08:54:39 AM »
Hello all,

I am just checking to see if I missed something?  The way I read the rules on Biomancy, you only need a number of shifts equal to the severity of the Consequence to remove it, and with enchanted items they can perform any action that Thaumaturgy can do?

So I made a concept character who had power 10 enchanted items and 4 enchanted item slots(only costs me 5 refresh), and then divided up the power slots and got the following?  Is this RAW correct (even though you should be smacked for bringing this to a table?)

Name:                               Effect                                Power        Uses
-Minor Healing Stone:          Heals a Minor Consequence 2               9
-Medium Healing Stone:       Heals a Moderate               4               7
-Severe Healing Stone:        Heals a Severe                   6               5
-Armor Enchantment:          Block 10, or Armor 5           10             1

32
DFRPG / Can I get opinions on this sponsored magic?
« on: May 19, 2011, 06:51:06 AM »
Hello all,
I am working out a character and I am trying to make sure I don't overload on to many abilities for a sponsored magic, so I was hoping I could get some opinions?  The concept is a source of magic spawned by mankind's desire to build bigger & better to leave something that lasts for generations, whether its a building or a statue.  

Name: Forge Magic

Cost: -4 (rebate of +1 per Thaumaturgy, or Evocation purchased.)

Debt:
Requires that he builds something of lasting value such as a building or enchanted item and gives it away.  Of course the enchanted item doesn't take his slots.  I could see him also being in debt until he creates an item of power that provides access to the magic, which is how the power finds new users.  He should also gain debt if he destroys a structure of importance and beauty like a Sky Scraper, or something along those lines.  

Effects:
Allows him to use Conjuration Magic with the speed and methods of Evocation.

Specialty:
Provides a bonus of +1 to power and frequency of crafting.

I thought having a description of the Debt issues, would be a good idea.  I was thinking about having the magic provide a bonus to Summoning, but I didn't think that stacking it with the summoning as evocation part was a balanced idea, regardless if it gets done by Kemmlerian necromancy.  

33
DFRPG / Am I reading this power and stunt correctly?
« on: May 14, 2011, 02:26:59 AM »
Hello all,

I was just having a discussion with one of my players about the Speed powers vs. the Strength powers, and we came up with an interesting trick, and I wanted to make sure I had it right?

The Athletic Ability trapping of the Speed Powers, give you a +1, +2, or +3 bonus to all athletics skill checks, so if you took a stunt that allows you to attack using the athletics skill such as Ball Toss (from the Home Brew Stunts master list), and Mythic Speed you could have an accuracy of 8, and base defense 8?

This seems incredibly powerful, especially if you add on something like a strength power?

34
Hello all,

1)
I was working out a character with Sponsored Magic that helps out with summoning, and I was wondering if you could use a summoning ritual to apply an aspect on a zone?

Specifically I was thinking the spell would place the aspect, "Metal Devouring Beetles" on a zone, and I wasn't sure if that should apply as a Summoning spell, or if it should be metal or something else instead?

2)
If I have foci for a type of thaumaturgy can I use it when I am using sponsored magic to perform rituals with the Speed and Methods of Evocation?  I am assuming you can, but I wasn't sure since you might run into the Offensive/Defensive part of foci that don't apply very often with Thaumaturgy?

3)
P.S. Sanctaphrax, your home brew summoning rules are a big help.

35
DFRPG / Question about Mental Stress and Sponsored Magic?
« on: May 12, 2011, 05:31:13 AM »
Hello all,

I was wondering if you take mental stress when you use Thaumaturgy at the speed of evocation, due to sponsored magic?  This is what my gut instinct is, but I wanted to make sure. 

36
DFRPG / Any new sponsored summoning magic?
« on: May 12, 2011, 04:01:30 AM »
Hello all,

I was looking at the Sunlight summoning spell thread and people were mentioning that this would be conjuring/summoning. 

So I was wondering if anyone had made a Sponsored magic that allows you to summon or conjure material, with the Evocation's method and Speed.  I was thinking this could be an interesting change to my magic.

37
DFRPG / Disarming or Destroying weapons in a zone?
« on: May 02, 2011, 09:23:03 AM »
Sorry, if these questions have been asked my search-fu is weak on this site.

I was helping my players with their rotes, and examples of magical spells, and I wanted to make sure I understood the rules for these two events? 

Destroying items, specifically weapons?
If destroying all the guns, and swords in a zone, lets say as a water spell would this need to be a 5 power spell, 2 for the zone wide effect, and 3 for the maneuver, or would you need an 8 or so 2 for the zone and 6 to break them like they were metal door?

What about disarming?
Would I need to beat an enemies relevant skill by 3, or just power 3 and "hit" them?

38
DFRPG / Opinions on Feint Stunt?
« on: May 02, 2011, 05:06:47 AM »
I was reading through the book, and I thought this stunt could be interesting?  I am slightly concerned that its to strong, since you get 1/2 of a trapping, and a basic benefit but it seems extremely limited so, I could be wrong?

Coulé (Its basically a maneuver in Fencing)

Stunt:
You may use Deceit to place maneuvers on an enemy while using the Weaponry skill, & you receive an additional +1 to do so.  These aspects are usually, Unbalanced, or Disarmed?

39
DFRPG / Crafting Question & Lore Limits?
« on: April 30, 2011, 03:28:51 AM »
Hello all,

I was wondering if the limit to power equal to 2x your lore skill, was before the 2 to affect an entire zone, or the points to increase the duration of an effect?

40
DFRPG / New Weaponry Stunt
« on: April 28, 2011, 11:31:25 AM »
Hello all,

I was looking through the home-brew stunts, and I noticed the Reading the Lines of Fire stunt, which provides a +2 when dodging guns.  So I was thinking what about a stunt that specifically gives you a similar bonus but against weaponry.  I am not sure if the stunt is balanced as it may be a bit to broad, but considering the other feat applies to an entire skill, this seemed legitimate as well. 

It could be rather horrifying in the right hands, such as someone with a few of the stunts from the home-brew list. 

Lacera (Its Italian for riposte, name is still up for grabs.)
-Your skill when dealing with other weapons is legendary, and you receive a +2 to your skill when defending against Weaponry attacks.

41
DFRPG / Items of Power, Size, and Refinements?
« on: April 28, 2011, 07:02:42 AM »
Hello all,

I had a couple questions that came up when I was thinking about using William Forsythe's world of Haven, so here they are.  (Book is Crystal Warriors, yeah I know a crap-tastic title.)

1) How big does the item need to be to get the +2 bonus, rather than the +1?  I was specifically thinking of a Belt?   

2) Is it OK to use refinements on an item of power, to improve your spell casting, I would probably avoid using it to improve Crafting even though that would be incredibly powerful, as it would be odd that you would get the bonus for your permanent items even if you lost the item. 

42
DFRPG / Question on Evocation & Elements?
« on: April 28, 2011, 04:03:53 AM »
Hello all,

I was just wondering whether summoning an element takes Spirit magic, or the element that fits it?

Lets say shards of rock?
-Would that be Earth magic, or Spirit magic since your summoning something made of Ectoplasm?

43
DFRPG / New Power Idea?
« on: April 27, 2011, 08:55:13 AM »
Hello all,

After reading some of the posts on my shotgun parrying thread, I was also thinking that a new power could be great something that could be used to deal with the irritation, I feel and many others feel towards the Claws, and Breath Weapon powers being so narrowly written. 

Please provide any advice or suggested changes to the power, if you find them warranted, or if I wrote something confusing. 

Cost: (Variable, the base damage of the weapon, usually 3.)
Name: Always Armed
Description: You have the innate ability to summon or banish a copy of any weapon forged by man into your hands. 
Skills Affected: Weaponry, Guns
Effects: As a supplemental action, This power summons a high quality weapon of some type into your hands, it may be changed whenever you wish or banished back to wherever it comes from.  The weapon comes loaded if it is a gun of some type. 
Upgrades:
-1: The weapon may be summoned reflexively as a free action, if you are not expecting combat, or if you need a different type of weapon.
-1: The weapon may be split into 2 separate weapons, each of no higher cost than the base cost of this power.
-1: When you summon the weapon it may come with a sticky aspect chosen at that time, that may be tagged once for free.  This is usually something like silver ammunition, or forged of cold iron. 
+1: If limited to a single weapon or gun.  Such as Shotguns, or Pistols. 
Special: This power explicitly is allowed to perform maneuvers, or spray attacks if the type of weapon makes sense, or if a stunt would modify the weapon to be able to perform that action. 

Personal Notes:
-Circles: I doubt the attacks of this power could harm something on the other side of a Circle?  It probably would also be turned back into harmless ectoplasm if you become trapped in a circle?

-Thresholds: Same thing as a circle so probably the same effect, and would make an interesting and surprising weakness if your human with this power tries to storm someones home. 

-Might get around a few catches just by being not forged by mortal hands. . .

44
DFRPG / Parrying with a Shotgun or Rifle?
« on: April 27, 2011, 05:30:37 AM »
Hello all,

I was just thinking couldn't you use a shotgun to parry an unarmed strike, or a sword swing?  It is a big piece of metal with some wood?  I just don't think you need a stunt to use a one to parry, now I definitely can see that you might get a compel from your ST/GM, but it just seems reasonable to me. 

Please give me your opinions?

P.S.
No, I am not suggesting that you get to use the Gun skill for this, or that it should apply to all Guns.

45
DFRPG / Opinions on a few Stunt?
« on: April 27, 2011, 04:19:18 AM »
Hello All,

I was just playing around comparing the different combat styles you get, I had only done a couple until I came up with an interesting stunt, its a variation on the standard Riposte.  

Basically its for those odd ducks that use a sword, and a pistol.  Faerie Musketeers for the win. . .

Stunt Name: I'm Your Huckleberry
Requires: Off Hand Weapon Training

On a successful defense with the Weapons skill, you may sacrifice your next action to turn that attack into an automatically successful Guns attack.  

I am slightly concerned that since Riposte limits you to the same zone, and may determining on your reading of it, require the attack against the person who attacked you.  The stunt could be abused I am sure, but I would assume that would take another stunt or two. . .

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